Media Summary: I was a bit bored while watching YT videos so I added some fun C++/OpenGL/GLSL, using instanced rendering, compute shaders, spatial hashing (which create some artifacts for Fifty thousand simple agents. Three local rules. No global plan, and yet, coherent, lifelike motion emerges. This is the
Flocking Simulation Now In Color - Detailed Analysis & Overview
I was a bit bored while watching YT videos so I added some fun C++/OpenGL/GLSL, using instanced rendering, compute shaders, spatial hashing (which create some artifacts for Fifty thousand simple agents. Three local rules. No global plan, and yet, coherent, lifelike motion emerges. This is the